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Cofagrigus is pretty cool, despite the fact that he was not a Ghost/Rock type like everyone thought he would be and he has too many ways of pronouncing his name…Tutancommon Cofagrigus Set
Cofagrigus @ Life Orb/Leftovers
Trait: Mummy
EVs: 68 Def/240 SAtk/200 SDef
Calm (+SDef, -Atk)/Quiet (+SAtk. –Spd)
- Shadow Ball/Hex
- Will O’ Wisp
- Hidden Power Fighting
- Calm Mind/Trick Room
Despite having similar stats to Dusknoir, Cofagrigus can be better with his higher Defense and HP, better STAB moves, and an ability similar to Mold Breaker. Shadow Ball and Hex are both good STAB, and Will O’ Wisp works with Hex as well as making it even harder for physical attackers to hurt Cofagrigus. Hidden Power Fighting has perfect coverage with Ghost type moves. Clam Mind is for boosting your Special Attack and Special Defense, two already decent stats that become better. On the other hand, Trick Room turns Cofagrigus into a lightning speedster that will outspeed most Pokémon. Item of your choice. Calm nature for Calm Mind set or Quiet nature for a Trick Room Set.

Cofagrigus, one of the few Pokemon whose actual name has been banned in certain tournaments along with Weedle and Froslass (thank you x_vandslaux_x) due to a certain word that's been contained in its name. Nevertheless, it has a unique ability, and pretty nice stats but not that good of a movepool to back it up with. It's def is great as is its Sp.Def and Sp.Atk but it is lacking in the health and speed department, but the speed can easily be cured by Trick Room.

A standard Trick Room set which Confagirgus can set up itself. Shadow Ball is your STAB move, while Will-o-Wisp is there to cripple any physical attacker, especially physical Pursuit users. The last move is a toss-up between HP Fight and Psychic. Psychic does more damage but most Pokemon facing Confagrigus will most likely be Dark-types and Psychic-type moves don't affect Dark-types, while HP Fight will do a good chunk of damage on Dark-types and Steel-types which there are an abundance of in OU. Hex on the other hand, pairs with Will-o-Wisp well so it's another option. With the item, Life orb allows for extra damage, but with Confagrigus's low HP, that might not be the best choice. With EVs, if you want a defensively build Pokemon, go with the second one, but if you want a Trick Room Sweeper, then go with the first choice. Natures, same thing; Relaxed for Defense, Quiet for Sp. Atk.

For this set, you can either choose Nasty Plot or Calm Mind. Nasty Plot is for those who want to attack hard, while Calm Mind allows you to bide time with the extra boost to Sp. Def. Shadow is your main STAB move again, but the next two slots are trickier. If you decide to go with Will-o-Wisp, you'll also want to go with Hex thanks to the boost in the base attack of the move after your opponent gets burned. If you don't go with Will-o-Wisp, then put HP Fight for your third move, and then the last slot is a toss-up between Psychic and Energy Ball. Energy ball is basically a grass-type Shadow Ball but still weaker than Psychic but unfortunately Psychic still faces the same problems just like in the Trick Room set. Your Item is a life orb which is self explanatory, cause you want that extra power in your moves. EV wise, if you are using Calm Mind, go with the first set of EVs, if you decide to use Nasty Plot, go with the second set. The Modest nature increases your Sp. Atk. while decreasing your Atk. which will never be used.

Despite the name, we are NOT using Curse, it works better on all other types. Basically, this is a gimmick set. Use Mean Look on your first turn to prevent escape, then use Substitute to stall. Wait until you're at a low HP, then use Destiny Bond (which lasts two turns I believe, correct me if I'm wrong), opponent knocks you out, then they faint as well. Shadow Ball is just there in case you get taunted. Your item is Leftovers, gives you some HP to last a little longer. EVs, put them into HP so you have some high HP Substitutes, the other two depend on which you want to emphasize, Def. or Sp. Def. Your nature also depends on which you want to emphasize, Bold for Defense, Calm for Sp. Def.

It's all about support, but when you've used Will-o-wisp and trick room, you can go for a sweep. Nasty plot for boosting you okay special attack and shadow ball for your strongest STAB move.

You may be wondering: why not def investment but Sdef? Well, base 140 def is good enough without any EV's or nature boosting it. Plus, you're using will-o-wisp which halves the opponents attack, making you physically impossible to beat already. max Sdef means you can take hits from both sides. it works!

Cofagrigus, a Pokémon rarely seen in Black and White ingame. One of the Elite Four members got one, that's it. You may think "Oh, just another Ghost-Pokémon. So what." Well, this one is different. Very high Defense, high Special Defense and a awesome ability (destructive if used against you), together with a cool design make this Pokémon a good alternative is for the more common one. Unfortunatly is doesn't have a very high base HP stat, which limits your defensive capabilities.

AbilitiesMummie: All it has, all it needs. Mummy replaces the ability of the Pokémon who makes contact with you with Mummy. Eliminating the ability of certain physical Pokémon, like Darumaka and Technician Pokémon, can be devastating for your enemy. One thing: if you make contact with them again with another Pokémon, that Pokémon will have Mummy too. So ensure you won't be making physical contact with them by tracking who's mummied and who not (this is only for doubles and triples).

As you can see, support. Will-o-wisp for the burn, which ruins every physical Pokémon. Hex doubles in power when the opponent has a status problem, raising up to 100 base power, 150(!) STAB'ed. Night Shade if you want to inflict constant damage or not depend on the opponent's defences. Mean Look traps the opponent, meaning you can torture them with Grudge for PP elimination, Power Split for decreasing their offences (if they are lower then yours) and make them faint with Destiny Bond. This will only succeed if you faint, unfortunately. Curse drops your HP with half of the max HP, but steals 1/4 of the max HP from the opponent a turn. Forces a switch, but with Mean Look on, the oppontent will lose one of its Pokémon.

The old leftie's to regain your HP. Nature is to make your Special Defense keep up with your Defense. EVs are clear, I hope. You can also invest more EVs in Special Defense while lowering your EVs in Defence, if you want it 50/50.

Other Options

Disable, Guard Split, Calm Mind, Nasty Plot, Toxic, Rest + Chesto berryDisable disables (duh) the opponents last attack for a while. Great for Pokémon who only have 1 attack move, just so they don't get Taunt bait. It's great to shut down a move, but... it just doesn't has enough advantages to be set it the base moveset.Guard Split can be used to increase the defences of a sweeper, if it can be knocked down easily (like Darumaka).Calm Mind ups Special Defence + Special Attack. Great move, as your Special Defense is your lowest defence. Also increases your potential to hit some Pokémon hard.Nasty Plot doubles Special Attack. Muaaaa... Calm Mind is better, I think.Toxic let the opponent lose more HP a turn, but doesn't drop his Attack. Since Cofagrigus already has a high Defence, you might want to use Toxic instead of Will-o-wisp.Rest + Chesto berry recovers everything (except PP). A very usefull attack, especially after a Curse.

Double and Triple Battle Options

Doesn't have moves that work great in doubles and triples, but won't be hurt so fast either, so... 50/50?

Partners

Dark and other Ghosts hurt you, so a Fighting-type will help you a lot. Be carefull that you won't get mummied yourself! Switch with Wish recvers HP, which is very usefull, considering Cofagrigus low base HP stat. Blissey can help, two tanks is better than one! Getting rid of some irritating abilities like Truant and Defeatist is very important if you want this Pokémon to be at their best!

Countering Cofagrigus

Cofagrigus has low base HP, so using attacks like Night Shade will help a lot. Leech Seed also works very well. Every status problem is great, too. Taunt forces a switch, unless you want to use Hex or Night Shade for 3 turns.

Last edited by svenosman; 24th October 2011 at 4:08 PM.

3009 7432 7055

3 things about me:1. My mother tongue (if it is called that way) is not English (its Dutch, btw), so if I do make mistakes, sorry.2. Please send back a PM to me untill the trade is done. I hate it when people suddenly stop sending PMs.3. When I talk about a Pokémon in the POTW, I talk about its options in Random Matchup. So no UU, OU, NU, ubers or "drizzle won't activate swift swim" for me.

cofagrigus is a great defensive pokemon but does has its flaws.first, it is outclasses by jellicent with its secondary typing and dusclops with much better defenses.and rapid spin becoming less and less common.
however,cofagrigus has a solid 58/145/105 that will block stuff like scizor,breloom and conkelldurr plus mummy.making it easier to ruin certain pokemon

other options
hp fighting-gets rid of normal types and other threats
trick room -good but dusclops does this better
calm mind-u could go with a offensive eset plus it raises cofagrigus lower special defense
nasty plot-good but calm mind is just better

counters:anything with taunt and resists shadow ball can be a great counter

Last edited by maciscool; 29th October 2011 at 10:25 PM.

needs a bol d tentacool withits dream world ability and untouched and with the egg move rapid spin

Like the oddball love-child of Gengar and Dusknoir, Cofagrigus has quite a bit going in its favor. Great defenses, nearly-great Sp.Atk, a respectable Movepool, and an Ability that shuts down many Physical Attackers that rely on their Ability and Contact Moves for DPS (such as Excadrill, Haxorus, and Scizor, to name a few).

Most importantly, Mummy Ability is a tipping point in favor of Slaking and Archeops. They seem like non-threats due to their Abilities, but remember that they are most likely Physical Attackers with Contact Moves. The door swings both ways on this because you can set up a Ferrothorn to take their contact blows, ruining any Focus Sash potential in the process.

Low Base HP would've made Pain Split an excellent option, but, alas, Cofagrigus cannot have Pain Split. However, this isn't a bad thing - Disable, Imprison, and plenty of other status options are at your disposal.

Back to my original comment on Cof's Stats, access to Nasty Plot and a Base 95 Sp.Atk make you a surprising Special Attacker, with or without Trick Room Support.

Being unlikely to make a dent in your opponent means you attempt to support allies and shrug off damage with buffs and heals. Access to Haze will also help when so many Pokemon have access to buffing Moves like Quiver Dance, Swords Dance, and Autotomize. Heal Block is also a nasty surprise for Pokemon that use Moves like Aqua Ring or Softboiled (like Blissey or Tentacruel) or Items like Sitrus Berry or Black Sludge for healing.

Embargo is another "screwing with you" tactic at Cof's disposal. Removing vital and semi-vital Items like Choice Band and Air Balloon from play, even temporarily, is a huge tipping point.

Being a mono-type Ghost Type is another big factor working for you. Two weaknesses with (mostly) overlapping Type-coverage keeps your opponents predictable.

I have been waiting for an Ancient Egyptian themed Pokemon to be made and Cofagrigus pulls it off quite well. As a Ghost-type, it runs the standard Dusknoir-style of play with special moves instead of physical. Mummy is an interesting ability that can ruin a ton of Pokemon like Breloom, Gliscor, and is a way to get rid of Excadrill's Sand Rush. Mummy is a tricky ability to use, but it can have some amazing effects.
I usually find ghost-types to be very underwhelming and Cofagrigus is no different. It carries two immunities, but only two resistances. As a defensive Pokemon, Cofagrigus suffers from having only one recovery move in Rest.
All in all, Cofagrigus is a Pokemon that can pull stuff off, but it is no super star.

Other Options
Curse can go well with Mean Look.
Haze can ruin stat boosts.
Night Shade gives Cofagrigus a way to deal consistent damage, but that is only useful on a non-boosting set.
Life Orb on the offensive sets will power up Cofagrigus, but it will sacrifice bulk, which is very bad.
Rest is the only recovery option available, but a poor one.
Substitute can be useful.
You can try a Trick Room set, but there are better users of the move.

Calm Mind is your main method of boosting your Special Defense 'till your walling Special Attacks a mile high, as well as giving yourself a method of tanking via your Special Attack. Will-o-wisp burns the opponent and makes your already delicious Defense become even higher, giving you a dual-walling role. Hex goes in hand with Will-o-wisp for a deadly hit that should take out large chunks of health from opponents that don't resist Ghost-type moves. Alternatively, Shadow Ball is more reliable and can lower Special Defense if you find Will-o-wisp to be a move your team wouldn't benefit from. Hidden Power Fighting removes Normal types that would resist you while giving you coverage resisted by nothing. Lastly, Pain Split is a move for recovery, given how your 58 base HP will more likely heal you than hurt you.

The perfect set to take full advantage of Cofagrigus's immense bulk. Max out the EVs for HP and Defense, and allow Calm Mind to handle the Special Defense. From there on, attempt a sweep with Shadow Ball and HP Fighting (flawless coverage). The last move is mainly filler. Protect allows for additional Leftovers recovery, and Will-O-Wisp helps with the physical bulk.

Cofagrigus's low Speed is the main thing that prevents it from becoming one of the great sweepers of our time. Well, OK, its movepool doesn't exactly help it out either. But, that first problem ceases to be problematic with a single use of Trick Room. Relying on Cofagrigus's natural bulk (and considerable HP EVS) to pull it off is no problem, and afterwards, a sweep is a breeze. Ghost/Fighting has perfect coverage, last move is filler.

Wise Glasses is obviously preferable over Choice Specs, and also over Life Orb. As Cofagrigus will likely take a heavy hit while setting Trick Room up, one can't exactly afford all that recoil. Ability is non-negotiable.

This Cofagrigus, as opposed to the previous one, is made to take advantage of Trick Room, rather than set it up. Nasty Plot builds up its already nice Special Attack, Shadow Ball and HP Fighting allow you to sweep. Last move is filler. A Grass move allows you to hit stuff like Quagsire extra hard, whereas Trick Room means that when Trick Room runs out, Cofagrigus isn't dead meat (well, more dead than it already is, being a Ghost-type).

This set may seem like a complete and utter waste of team space, right? Not if another Pokémon on your team goes by the name of Slaking. The sole purpose of this Yamask is to be switched into a predicted physical contact move. Even a Normal or Fighting move would work, thanks to Ring Target. Bring in Yamask, the foe KOs it (this Yamask should be as low of a level as humanly possible, did I mention?), then you bring in Slaking. This all happens in the span of one turn, so the next turn, the foe's likely to figure out what you're trying to pull and will likely switch out. That's when Slaking goes for Pursuit. And acquires Mummy. In place of Truant. Done drooling now? OK. Oh, and the moves don't matter at all, as this Yamask isn't supposed to be actually doing anything. Hell, it could use Toxic, Telekinesis, Flash, and Dream Eater for all I care.

The item is to ensure that Yamask can receive a Normal or Fighting attack and activate Mummy. If the attack doesn't affect Yamask, Mummy won't activate. Ability is, as usual, non-negotiable. Not only that, it's the entire point.

Other options:
*Cofagrigus gets Haze, and has the stats to pull it off. Unfortunately, a lot of its sets involve moves that boost its own stats, so Haze would be a tad counterproductive. It might be useful on a set that focuses on special bulk with the EVs and runs Will-O-Wisp in place of Calm Mind, but it's rather situational.
*Power Share is a decent, if not gimmicky, means of alleviating Cofagrigus's horrible Attack stat. Only problem is, its physical movepool is equally horrible, consisting entirely of Payback, Astonish, Return, Frustration, Thief, Facade, and Giga Impact. Yeah. That right there is a list of every single physical move Cofagrigus gets.
*Memento is an option on the Yamask set, with Focus Sash replacing Ring Target, giving the foe even more of an incentive to switch out (and get hammered by Slaking's Pursuit). Unfortunately, this comes at the price of Normal and Fighting immunity.

Abilities:*Mummy: Cofagrigus's one and only ability. If it takes a contact move, the foe's ability changes to Mummy. Useful for physical attackers that rely on their ability, like Haxorus. Extremely useful for ridding a fellow teammate of an unwanted ability, like Truant or Slow Start.

Partners:
Slaking. You want Slaking on the same team as Yamask. I have done this myself with fantastic results. For Cofagrigus, however, you're gonna want that thing to stay alive, so Wish support is appreciated, usually from the likes of Alomomola or Blissey. Of course, having a Slaking waiting in the wings doesn't hurt either. Regigigas also works in theory, but can't learn Pursuit.

Counters:
Anything with U-Turn is a big screw-you to Yamask. Cofagrigus has to be wary of big hitters like Tyranitar and Scrafty, but can cripple them with Will-O-Wisp (especially Scrafty, after its Shed Skin is taken over by Mummy). Snorlax, especially varieties that run Rest, will be immune to Shadow Ball, and its tremendous special bulk means that HP Fighting doesn't make as large a dent in Snorlax as said Snorlax would in a buffet.

Opinion:
The entire evolution line is just awesome, in looks, in stats, and especially Yamask's nice niche when paired with Slaking. Seriously. Do not underestimate that little combo. A Slaking without Truant will walk all over pretty much everything.

Cofagrigus, a pokemon that would be a lot better if not for Jellicent. It does a nice job walling in the lower tiers, as it has amazing defensive stats, 2 immunities, and an ability that punishes physical attackers. Just be careful about getting your own sweepers Mummified. It is also the bulkiest Ghost type besides Eviolite Dusclops.

Thanks to its bulk, Cofagrigus can take a couple hits and Disable the opponent. Best used against Choice pokemon, as Cofagrigus can take an advantage of a switch to fire off a Will-o-Wisp and attack with a powered up Hex. Or it could go more offensive with Shadow Ball and Hidden Power Fighting for perfect coverage.

Cofagrigus can use Will-o-Wisp on physical sweepers and Toxic to break down walls, stalling with Protect and Substitute thanks to its bulky defenses. Hex gives it a powerful STAB to abuse, but watch out for normal types walling you.

I've never actually used Cofagrigus, so I'm not sure about the viability of the sets, and I have no clue about the EV spreads.

Cofagrigus, the only Pokemon whose actual name has been banned in certain tournaments (I think) due to a certain word that's been contained in its name. Nevertheless, it has a unique ability, and pretty nice stats but not that good of a movepool to back it up with. It's def is great as is its Sp.def and Sp.atk but it is lacking in the health and speed department, but the speed can easily be cured by Trick room.

A standard Trick Room set which Confagirgus can set up itself. Shadow Ball is your STAB move, while Will-o-Wisp is there to cripple any physical attacker, especially physical Pursuit users. The last move is a toss-up between HP Fight and Psychic. Psychic does more damage but most Pokemon facing Confagrigus will most likely be Dark-types and Psychic-type moves don't affect Dark-types, while HP Fight will do a good chunk of damage on Dark-types and Steel-types which there are an abundance of in OU. Hex on the other hand, pairs with Will-o-Wisp well so it's another option. With the item, Life orb allows for extra damage, but with Confagrigus's low HP, that might not be the best choice. With EVs, if you want a defensively build Pokemon, go with the second one, but if you want a Trick Room Sweeper, then go with the first choice. Natures, same thing; Relaxed for Defense, Quiet for Sp. Atk.

For this set, you can either choose Nasty Plot or Calm Mind. Nasty Plot is for those who want to attack hard, while Calm Mind allows you to bide time with the extra boost to Sp. Def. Shadow is your main STAB move again, but the next two slots are trickier. If you decide to go with Will-o-Wisp, you'll also want to go with Hex thanks to the boost in the base attack of the move after your opponent gets burned. If you don't go with Will-o-Wisp, then put HP Fight for your third move, and then the last slot is a toss-up between Psychic and Energy Ball. Energy ball is basically a grass-type Shadow Ball but still weaker than Psychic but unfortunately Psychic still faces the same problems just like in the Trick Room set. Your Item is a life orb which is self explanatory, cause you want that extra power in your moves. EV wise, if you are using Calm Mind, go with the first set of EVs, if you decide to use Nasty Plot, go with the second set. The Modest nature increases your Sp. Atk. while decreasing your Atk. which will never be used.

Despite the name, we are NOT using Curse, it works better on all other types. Basically, this is a gimmick set. Use Mean Look on your first turn to prevent escape, then use Substitute to stall. Wait until your at a low HP, then use Destiny Bond, opponent knocks you out, then they die as well. Shadow Ball is just there in case you get taunted. Your item is Leftovers, gives you some HP to last a little longer. EVs, put them into HP so you have some high HP Substitutes, the other two depend on which you want to emphasize, Def. or Sp. Def. Your nature also depends on which you want to emphasize, Bold for Defense, Calm for Sp. Def.

Actually, WEEDle and FroslASS are also banned. As well as probably a few others.

Credit to Beck for the RNG userbar.
As of August 18th 2012, I resigned as a CG leader.

Cofagrigus, a Pokémon rarely seen in Black and White ingame. One of the Elite Four members got one, that's it. You may think "Oh, just another Ghost-Pokémon. So what." Well, this one is different. Very high Defense, high Special Defense and a awesome ability (destructive if used against you), together with a cool design make this Pokémon a good alternative is for the more common one. Unfortunatly is doesn't have a very high base HP stat, which limits your defensive capabilities.

AbilitiesMummie: All it has, all it needs. Mummy replaces the ability of the Pokémon who makes contact with you with Mummy. Eliminating the ability of certain physical Pokémon, like Darumaka and Technician Pokémon, can be devastating for your enemy. One thing: if you make contact with them again with another Pokémon, that Pokémon will have Mummy too. So ensure you won't be making physical contact with them by tracking who's mummied and who not (this is only for doubles and triples).

As you can see, support. Will-o-wisp for the burn, which ruins every physical Pokémon. Hex doubles in power when the opponent has a status problem, raising up to 100 base power, 150(!) STAB'ed. Night Shade if you want to inflict constant damage or not depend on the opponent's defences. Mean Look traps the opponent, meaning you can torture them with Grudge for PP elimination, Power Split for decreasing their offences (if they are lower then yours) and make them faint with Destiny Bond. This will only succeed if you faint, unfortunately. Curse inceases your Defense. Speed and Attack don't matter.

The old leftie's to regain your HP. Nature is to make your Special Defense keep up with your Defense. EVs are clear, I hope.

Full overview coming soon.

Just as a reminder, Curse on ghosts-types halve their HP and curses their opponent who loses 1/8 of their HP per turn. Confagrigus is a ghost type so it loses HP, it doesn't get the stat boosts and reductions. You might want to change that.

Cofagrigus, a Pokémon rarely seen in Black and White ingame. One of the Elite Four members got one, that's it. You may think "Oh, just another Ghost-Pokémon. So what." Well, this one is different. Very high Defense, high Special Defense and a awesome ability (destructive if used against you), together with a cool design make this Pokémon a good alternative is for the more common one. Unfortunatly is doesn't have a very high base HP stat, which limits your defensive capabilities.

AbilitiesMummie: All it has, all it needs. Mummy replaces the ability of the Pokémon who makes contact with you with Mummy. Eliminating the ability of certain physical Pokémon, like Darumaka and Technician Pokémon, can be devastating for your enemy. One thing: if you make contact with them again with another Pokémon, that Pokémon will have Mummy too. So ensure you won't be making physical contact with them by tracking who's mummied and who not (this is only for doubles and triples).

As you can see, support. Will-o-wisp for the burn, which ruins every physical Pokémon. Hex doubles in power when the opponent has a status problem, raising up to 100 base power, 150(!) STAB'ed. Night Shade if you want to inflict constant damage or not depend on the opponent's defences. Mean Look traps the opponent, meaning you can torture them with Grudge for PP elimination, Power Split for decreasing their offences (if they are lower then yours) and make them faint with Destiny Bond. This will only succeed if you faint, unfortunately. Curse inceases your Defense. Speed and Attack don't matter.

The old leftie's to regain your HP. Nature is to make your Special Defense keep up with your Defense. EVs are clear, I hope.

Full overview coming soon.

Sorry, Cofagrigus is a ghost type and so doesn't get the defense increse from curse. It gets rid of 1/8th of oppoents HP every turn for half you def. Sorry, svenosman.

Cofigirus has AMAZING bulk for a ghost type and it has nice Special Attack. Despite its poor speed it can make a good sweeper. Calm Mind adds to the beastly Special Defense and the decent Special Attack. Shadow Ball is for STAB while Hidden Power gives a Fighting Type attack due to Cofigirus lacking Focus Blast. Rest recovers HP and removes statuses which would otherwise ruin a sweep, which is why the Chesto Berry is used over Leftovers.

While this setup is good, Cofigirus is extremely vulnerable to phazers. A phaze will not only remove the boosts gained, but it will also waste the Chesto Berry if it was used. It will also reset the Rest timer if it was used. As such, you should have someone that can counter Phazers on your team. It would be best to find a counter to Skarmory, Dragonite, or whatever Phazers are in the tier you are using the coffin in.

Great defense, good special defense, okay special attack and a disappointing HP stat.
Outclassed by Jellicent and Dusclops, as a defensive ghost, but he has a niche with his unique ability.
His only "good" recovery move is Rest, and those two turns of sleeping really hurt, as the opponent easily can set up.

Abilities:
Mummy: If touched by the opponent, its ability also becomes Mummy.

Cool ability that can really mess up some pokemon. Wouldn't like to lose technician on Breloom or Scizor or Shed Skin on your BU Scrafty.
It could also be used with the likes of Slaking, Archeops and Regigigas. Inflict Mummy on opponent, then attack it with one of the aforementioned. Wouldn't recommend trying it though, since it's risky, and if they just switch and Cofagrigus is dead, then you have one dead weight left in your team.
Of course it could backfire aswell. It may be unappealing to switch in (for example) your Flame Orb-Guts Conkeldurr and be mummified by the opponent.

With a quite okay movepool it is capable of quite some sets.
My personal favorite is:

Calm Mind boosts your respectable Sp.Def and Sp.Atk to good levels. Will-o-wisp ****s most physical sweepers up (and with that defense stat, he's guaranteed at least one chance of inflicting it, but often more).
Shadow Ball is a reliable attack and does quite some damage after a few CMs.
The last moveslot I usually prefer filling with HP Fighting, for great synergy with Shadow Ball, or Rest for recovery and status healing (without it, Toxic destroys him).

Max HP is a must, 58 base is really a letdown. The rest you could split between Def and Sp.Def, but I prefer maxing defense, due to CM fixing the Sp.Def stat.

Counters:
It isn't too hard to counter. If it lacks rest, you ruin it with Toxic. If it lacks HP Fighting, then it's got a hard time, due to the lack of covery. Only being able to damage normals with burn, and being resisted by most steels and darks.
Heatran's the first that comes in mind due to Wow immunity and resisting Shadow Ball, while being able to Roar, set up SR and Substitiute.

OK, Cofagrigus is just like any other Pokemon. It can be caught, traded, fought with other Pokemon, and be bred with other Pokemon. Now, look at it's Dex entry. "Eats People". OK, kinda wierd. Now, look at it's pre-evo's Dex entry. It's a dead person. Kinda wierd. As you may know, Unova is based off of New York City. Both Yamask and Cofagrigus are caught were two towers once stood. Read that again.

EDIT: Faster than I thought for edit but w/e

Cofagrigus is a good Defensive Pokemon with key problems. Let's go with a "Pro:Con" approach.

Con:
-HP Stat sucks
-Non reliable Recovery
-Bad defensive typing
-Must resort to Hidden Power for coverage
-Has to compete with Jellicent and Dusclops, and even Dusknoir
-It breeds with Stunfisk. Read what I typed first again.

The majority of his Defensive movepool. Rest is your Semi-reliable healing. Don't use it unless you have to. Shadow Ball and Hex is an interesting STAB Choice. With Will-O-Wisp, Hex beats Shadow Ball, but you would have to set up, and hope that WoW's 75 Accuracy hits for Hex, which is why Shadow Ball is the premier option. Haze, although a bit wierd, isn't in any bad place; in RU, Stat-up moves are heavily common, so it's useful, and even in OU, it helps you beat things like Scizor (iIrc), and it's not competing really, anyway.

Offensive? Not bad, actually. With it's great bulk and actually good SAtk, combined with horrible speed, TR, Nasty Plot and STAB which combined with HPFight makes perfect coverage... It's a conspiracy! The aim of this set is come in on something without a Dark or Ghost move, set up TR, set up NP or CM(If wanting added bulk), and rip away with Shadow Ball and HPFight. Item comes down to how long you want to survive.

/BetterThanStandardIMO

Other Options:
Choice, Memento, Energy Ball, Psychic, Toxic, Destiny Bond
Choice Specs can't be too bad, but Nasty Plot TR outclasses it IMHO.
Memento and Destiny Bond, under Trick Room, are pretty cool.
Energy Ball or even Grass Knot are cool moves to use if you, you know, are using Specs
Psychic: See Energy Ball/Grass Knot
Toxic is a replacement for Haze if you don't care about stat-uppers

Set is very simple, but works great. Calm Mind raises your special stats, and after a couple of boosts, Cofagrigus can take hit on both sides of the spectrum fantastically. Shadow Ball is for STAB, while Hidden Power Fighting offers flawless coverage. Rest, despite its drawbacks, is Cofagrigus' only form of recovery, and after a few Calm Minds, it can sleepwithout fear of being OHKO'd.

This has to be level one to work, and is best being used as a lead. Any attack will get you to one HP, allowing you to get off a Trick Room. If the opponent is trying to set up, Disable it so they have to attack. Since they have to attack, Destiny Bon lets you take them down with you. Grudge also works well, as it allows for you to completely deplete the PP of the move that knocked you out. The last slot is very much filler. Memento is if they switched on your Destiny, and will force them to switch next turn. Power Share allows you to significantly cut an opposing sweeper's attack stats to very low levels. Will-O-Wisp can be used if your Focus Sash is still intact to cripple physical attackers, while Toxic cripples walls. Mean Look can prevent switches, and after Disabling the opponent's set up moves, you'll almost garuntee a Destiny Bond. Haze gets rid of any boosts they acquired beforehand, while Curse will force a switch. For this to work, you NEED Rapid Spin and anti- Hail and Sandstorm support.

Ah yes, Cofagrigus, the bulky ghost that just makes me want to pull my hair out every time I see it. For such a defensive wall, Cofagrigus is surprisingly strong in its Special Attack stat. All it had to do to get that blessing was sacrifice a lot of Speed – Oh wait, Trick Room exists! Base 30 Speed makes you really, really fast in a Trick Room.

Abilities:Mummy – Cofagrigus’ only trait, and a decent one at that. If an opponent makes contact with you, their ability turns into Mummy. This has the potential to cripple an opponent.

Although Cofagrigus has access to the awesome Nasty Plot via breeding, Calm Mind will not only increase its Special Attack, but also raise and patch up its lesser Special Defense. Will-o-wisp will further add to Cofagrigus’ bulk by burning the opponent and halving their Attack. Shadow Ball is a classic STAB Ghost move, although Hex will have much higher base power when the opponent is burned. Hidden Power [Fighting] pairs nicely with Shadow Ball.

Cofagrigus can also set up its own Trick Room. Which attack it replaces from the roster above is up to you.

Cofagrigus doesn’t have any healing moves (outside of Rest), so holding the Leftovers will give it back some health each turn.

Mean Look prevents the opponent from escaping, so Curse will effectively reduce their health by 1/8 each turn. Rest is Cofagrigus’ only way of regaining health. By doing so, it has the potential to set up another Curse and last even longer in battle by eliminating any status problems. Shadow Ball gets STAB and prevents you from being Taunt bait, although Normal-types won’t be affected by it.

Holding the Chesto Berry will wake you up after using Rest the first time. However, there’s always the reliable Leftovers to regain health outside of Rest (and especially if Taunt is used on you).

Other Options:Haze resets all stat changes on the field. Useful in preventing your opponents from increasing their offensive stats and overcoming your ridiculous defenses.

Disable can prevent the opponent from using a crucial attack to their setup.

Substitute simply adds to Cofagrigus’ bulk as well as protects it from major statuses and stat reductions.

Nasty Plot doubles Cofagrigus’ Special Attack in one use.

Countering:
Cofagrigus is rather easy to overcome if you know how to strike it as quickly as possible. Firstly, unless Cofagrigus has Rest or a Substitute already set up, it is completely powerless against the damage of Toxic. Because it’s such a defensive-minded Pokémon, Taunt will really shut it down. These are two standard and very common attacks that Cofagrigus sadly can’t do much against.

In addition, keep in mind that its ability accomplishes absolutely nothing as long as you don’t strike it directly. Aim for its weaker Special Defense early in the battle to take out a larger chunk of its health quicker.

Cofagrigus is an excellent Pokémon, but like any defensive wall, it’s susceptible to the everyday status and Taunt regime.

The one thing I always found weird about Cofagrigus is that it can learn both Dream Eater (through TM) and Nightmare (through breeding), but it never learns any move that can actually put something to sleep.

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